Search found 162 matches

Monday, 21st October 2019, 08:28

Forum: Game Design Discussion

Topic: Items's Integration and remove

Replies: 3

Views: 177

Items's Integration and remove

Instead, if you want to retain DCSS's item system at all, you should look at how to reduce the number of items so that players don't reach the 52-item cap. Here are some possible starting points: - Currently there are six direct damage wands, plus random effects, lightning rod, and lamp of fire. It...

Tuesday, 15th October 2019, 14:55

Forum: Game Design Discussion

Topic: Collapse stones and bullets

Replies: 5

Views: 234

Re: Collapse stones and bullets

I've already pull requested it in May.
https://github.com/crawl/crawl/pull/1066

Saturday, 12th October 2019, 16:05

Forum: Game Design Discussion

Topic: Change the Staff of Energy/Crystal ball of energy

Replies: 0

Views: 121

Change the Staff of Energy/Crystal ball of energy

Staff of Energy: This causes the tedious task to be repeated. The player just presses V. continuously. I just want to change this for a little more convenience. New function: (Add) If the monster is not in sight, the magic regeneration speed increases by 2. Don't hit v in a row anymore, just press 5...

Monday, 7th October 2019, 10:44

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 27

Views: 1641

Re: Fedhas rework

The nice patch made Fedhas very interesting. I'm having a good time with it. Some questions came to mind while playing. * Enemy projectiles can pass through the Wall of Briars. * Player's projectile cannot pass through Ballistomycete spore. * Player's spore cannot pass through allied plant. <- T...

Saturday, 5th October 2019, 14:50

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 27

Views: 1565

Re: Unrandart proposals

+5 Boots "Fireball" {+Fire step, rF+} Blink to space within adjacent to a target creature and creates a damaging 3x3 fire explosion(Accompanied by Sticky Fame) wherever you land. Cost: 5 MP, exhaustion. +9 Triple sword "Space cuter" {Singularity, Shroud of Golubria} This weapon ...

Saturday, 21st September 2019, 08:51

Forum: Game Design Discussion

Topic: Fedhas rework

Replies: 27

Views: 1641

Re: Fedhas rework

I played this myself through compiles. Below is my opinion. ①Slow movement passive: When a player or allied plant attacks an enemy, it becomes active to the maximum range. It is deactivated after three turns, and the duration may be renewed by an attack. - Still powerful, but more tactical. (As you ...

Sunday, 15th September 2019, 16:24

Forum: Crazy Yiuf's Corner

Topic: Usk's new power idea

Replies: 0

Views: 195

Usk's new power idea

Fever Time(passive) Use Stomp or Line Pass, this power activates with a (Piety/2)% probability. The player gets a buff called fever time for three turns(Cooldown is 0 to 20 turn the same as other passive powers). While this buff is maintained, the cost of Stomp and Line Pass will be free. It's not a...

Wednesday, 28th August 2019, 10:16

Forum: Crazy Yiuf's Corner

Topic: Revamp Scarves

Replies: 18

Views: 834

Re: Revamp Scarves

duvessa wrote:One old ego that I think you could recycle for scarves, though, is wizardry. Robes of wizardry were removed while rings/staves of wizardry were kept, even though wizardry works much better on an unswappable item.

I like it.

Sunday, 11th August 2019, 08:11

Forum: Game Design Discussion

Topic: Change the way riposte works

Replies: 3

Views: 788

Change the way riposte works

Long Blade's ability riposte is very unique and fun, but it's difficult to use and constrained. Let me compare it with Minotaur's headbutt, a similar ability. Both have a secondary structure that calculates probabilities after the trigger is triggered. Riposte's trigger: evasion success Riposte's se...

Tuesday, 23rd July 2019, 12:55

Forum: Game Design Discussion

Topic: Giving Stories to Uniques through Multiple Encounters

Replies: 11

Views: 934

Re: Giving Stories to Uniques through Multiple Encounters

I like option 2. But... option 1 will be more effective. If this actually applies, I'll try to translate quickly.

Friday, 19th July 2019, 08:54

Forum: Coding

Topic: The solo time/pain bond timer of Uskayaw seems not to work.

Replies: 5

Views: 829

Re: The solo time/pain bond timer of Uskayaw seems not to wo

I conducted the experiment in wizard mode. So I can not be sure, but I think their timer is 1d201 auts(not 299+1d201 auts) and no timer clear. The following is one of the "power-invoke intervals" that I investigation. (tuns) - (power-invoke) 269.3 - solo time 270.7 - pain bond 272.1 - solo...

Thursday, 18th July 2019, 09:40

Forum: Coding

Topic: The solo time/pain bond timer of Uskayaw seems not to work.

Replies: 5

Views: 829

Re: The solo time/pain bond timer of Uskayaw seems not to wo

byrel wrote:else, clear USKAYAW_AUDIENCE_TIMER.

else, clear USKAYAW_BOND_TIMER.


This part. Even if the monster is not visible, it seems that the timer is not cleared.

Wednesday, 17th July 2019, 10:14

Forum: Coding

Topic: The solo time/pain bond timer of Uskayaw seems not to work.

Replies: 5

Views: 829

The solo time/pain bond timer of Uskayaw seems not to work.

god-passive.cc void uskayaw_prepares_audience() { int count = apply_area_visible(_check_for_uskayaw_targets, you.pos()); if (count > 0) { simple_god_message(" prepares the audience for your solo!"); apply_area_visible(_prepare_audience, you.pos()); // Increment a delay timer to prevent pla...

Sunday, 14th July 2019, 05:29

Forum: Game Design Discussion

Topic: dumb cards idea #500

Replies: 9

Views: 1480

Re: dumb cards idea #500

I opened a PR: https://github.com/crawl/crawl/pull/1108 Pain card's level 2 effect: Remove summon flayed ghost. Added torment and bolt of draining. Torment does not damage the caster. Cloud card effect: moved to deck of destruction. Make clouds under the enemy's feet. Instead, the size of clouds dec...

Tuesday, 2nd July 2019, 15:28

Forum: Crazy Yiuf's Corner

Topic: Divine Exegesis: I heard you like big spells

Replies: 5

Views: 694

Re: Divine Exegesis: I heard you like big spells

I played VaEn with a rework Sif(3rune win). http://lazy-life.ddo.jp:8080/morgue/sdynet/morgue-sdynet-20190702-123537.txt sif.png I used the Divine Exegesis as follows. Discord: Lv10-12, Lv13-15 Firestorm: Lv13-15 Controlled Blink: Lv16-18 Dragon's call: Lv22-24(two) Well, what I used and felt was su...

Sunday, 30th June 2019, 08:23

Forum: Game Design Discussion

Topic: The force of god's power is only influenced by Invo or piety

Replies: 1

Views: 380

The force of god's power is only influenced by Invo or piety

I looked at this post and examined the gods who used both piety and invo on the power formula. Also, it's not clear why card power uses both invo and piety. power = (invocations * 9) + (piety * (invocations + 25)) / 27 + piety * (3/2) It should only use invo. Piety is a consumable, invo is a trainin...

Wednesday, 26th June 2019, 14:45

Forum: Crazy Yiuf's Corner

Topic: Divine Exegesis: I heard you like big spells

Replies: 5

Views: 694

Re: Divine Exegesis: I heard you like big spells

I tried it as an HO warrior who never trained magic. I used Summon Horrible Things at D:10. And I used a Discord at The Spider's Nest. Sif HO(Horrible Things).png Sif HO(Discord).png But that was last week. When a power limit 5*. plus 1.85% spell power per invocation level. IMHO it would be better n...

Tuesday, 25th June 2019, 12:17

Forum: Game Design Discussion

Topic: Jiyva Rework

Replies: 2

Views: 414

Jiyva Rework

I read this post and felt that fundamental redesign was necessary to solve these problems. Problem # 1 is the message spam. You receive a huge quantity of messages, about sounds, and sacrifices, and stuff, and even random communications from Jiyva. You spend a lot of time handling the message log in...

Saturday, 15th June 2019, 16:44

Forum: Crazy Yiuf's Corner

Topic: Implant hell crawl's charm school mechanism.

Replies: 39

Views: 2681

Re: Implant hell crawl's charm school mechanism.

OK, I will do it step by step. Keep in mind that your formula makes permabuff spells uncastable at low levels for most combos. At the same time as solving this problem, I still didn't want to allow the use of perma-buff spells with a failure probability of more than 30%. So I modified the formula on...

Friday, 14th June 2019, 16:10

Forum: Crazy Yiuf's Corner

Topic: Implant hell crawl's charm school mechanism.

Replies: 39

Views: 2681

Re: Implant hell crawl's charm school mechanism.

I modified the mp reserve formula. 1 - spell fail rate = success. Existing: spell level / success * success New: spell level / success^10 (I used this formula because I couldn't think of a better formula.) The effect is certain. When the probability of failure is 5%, the new method requires approxim...

Thursday, 13th June 2019, 12:01

Forum: Crazy Yiuf's Corner

Topic: Implant hell crawl's charm school mechanism.

Replies: 39

Views: 2681

Re: Implant hell crawl's charm school mechanism.

Yeah. Certainly, perma-buffs is very powerful. I am aware of that as well. They have to cost more at a level that doesn't hurt convenience. I think... Add cost: 1. More mp reserve(the most convenient way) 2. Reserve hp by spell level(This, on the contrary, is too extreme.) 3. Noise generation 4. 10%...

Sunday, 9th June 2019, 08:20

Forum: Crazy Yiuf's Corner

Topic: Implant hell crawl's charm school mechanism.

Replies: 39

Views: 2681

Implant hell crawl's charm school mechanism.

I'm implanting part of the charm school system of hell crawl in my fork: https://github.com/sdynet/crawl/tree/perma-crawl Download link: https://drive.google.com/file/d/1rNtTrfdQSWcyHetef32m4f2ItH1p6Pdn/view?usp=sharing There are several changes, but most are similar to the original. I'm going to po...

Saturday, 8th June 2019, 05:22

Forum: Crazy Yiuf's Corner

Topic: Survey result: What do you think of the depth of hell now?

Replies: 1

Views: 406

Survey result: What do you think of the depth of hell now?

In an approximately two-week survey, 73 people responded(Continuing the survey is no longer meaningful, as the number of respondents dropped significantly this week). Perhaps, in my opinion, there were many opinions that didn't belong to any of the five categories, so there were fewer responses. If ...

Saturday, 1st June 2019, 18:02

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

Oh, yeah. There's that. It's a silver that can't be thrown. ;)

Saturday, 1st June 2019, 11:52

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

I love silver, but I agree with the opinion that it is too powerful. The decision to remove silver is painful but acceptable. Instead, I want to add silver javelin as unrandarts someday. Though it would be tough on the current launcher and throwable system... ;)

Sunday, 26th May 2019, 05:15

Forum: Crazy Yiuf's Corner

Topic: Survey: What do you think of the depth of hell now?

Replies: 10

Views: 958

Re: Survey: What do you think of the depth of hell now?

Login restrictions were lifted due to poor participation. I ask everyone to participate.

Friday, 24th May 2019, 13:37

Forum: Crazy Yiuf's Corner

Topic: Survey: What do you think of the depth of hell now?

Replies: 10

Views: 958

Survey: What do you think of the depth of hell now?

https://forms.gle/Hn3mzheHG1zJW3zf9

I'd like to know your opinion of the depths of hell. The results of the survey will probably be posted in a week or two.

Thursday, 16th May 2019, 03:03

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

I've thought about remove poisoned darts, silver tomahawks, normal javelins, but I think this is too extreme an idea. I think we are close to the goal of reducing the number of items... maybe? Therefore, I will now turn to improve the '0-skill no-brainers' problem rather than this one. I guess we ca...

Tuesday, 14th May 2019, 15:14

Forum: Crazy Yiuf's Corner

Topic: Dith's shadow mimic doesn't seem to distract the enemy.

Replies: 8

Views: 791

Re: Dith's shadow mimic doesn't seem to distract the enemy.

shadow mimic's magic is good. Yes, that one. What I think is weak is launcher and melee(especially).

Sunday, 12th May 2019, 15:12

Forum: Crazy Yiuf's Corner

Topic: Dith's shadow mimic doesn't seem to distract the enemy.

Replies: 8

Views: 791

Re: Dith's shadow mimic doesn't seem to distract the enemy.

It's even more strange if the purpose of the mimic is not to create distractions. Mimic is helpful enough when using magic. But when using melee, launcher, and throwing, the damage to mimic is terrible. Low hit rate, Half of them are no damage even if they are hit. 2 to 3 times are damaged from 1 to...

Sunday, 12th May 2019, 02:27

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

hm, if all-penetration javelins can be too strong, how about creating a probability of being given a penetration brand? formula: 10 + (throwing skill * 3) + (throwing skill / 3)% The probability is 10% when the skill level is zero, and 100% when the skill level is 27. For enemy use HD instead of ski...

Saturday, 11th May 2019, 16:03

Forum: Crazy Yiuf's Corner

Topic: Dith's shadow mimic doesn't seem to distract the enemy.

Replies: 8

Views: 791

Dith's shadow mimic doesn't seem to distract the enemy.

I experimented with a sprint(|||||) in three versions, 0.16, 0.21, 0.23. faithing Dith, I measured the type and frequency of the stab. The weapon used in the experiment is a rapier. And the result was quite perplexed. No distract occurred in all three versions until orb was obtained. Not once. I und...

Friday, 10th May 2019, 06:29

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

I have a small proposal to improve QoL of the boomerang(new name of tomahawk). What do you think about the 0% chance that the boomerang will not return when the skill level is high enough? According to Wiki, the chance of not returning is 'At 3 or more skill, (1/(4 + skill))%'. In this case, the cha...

Friday, 10th May 2019, 04:16

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

No.
ebering wrote:To differentiate the different types of throwables, javelins now always penetrate. This overlaps some with crossbows, which provide a penetrating brand, but a crossbow user can choose from many brands and has access to weapon enchantment.

Thursday, 9th May 2019, 15:24

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

petercordia wrote:Is this a nerf for needle-stabbers?


Basically, yes. But there are one positive aspects that we'll see in. We don't need to switch weapons anymore. You don't have to switching them three times to stab the three enemies.

Thursday, 9th May 2019, 11:35

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

I am always grateful for the ardor and commitment of the dev team. Kudos for your work!

Wednesday, 8th May 2019, 06:28

Forum: Game Design Discussion

Topic: Re-positioning branch's entrance and make short.

Replies: 29

Views: 1621

Re-positioning branch's entrance and make short.

I say conclusion first, the problem with second-half games is that the player's growth has stalled, but the game is not over. Usually, you finish rough growth in the vault and depth sections. If you were a warrior, you would have found satisfactory weapons and defenses and could swing them fast enou...

Tuesday, 7th May 2019, 02:42

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 6578

Re: Experimental branch: two state vampires

7rune clear(https://webzook.net/soup/morgue/two-state-vampire/sdynet/morgue-sdynet-20190507-021058.txt) The new vampire was not a hassle, and I was able to enjoy the game comfortably. There need a little bit of buff/nerf, but I like the direction. But alive was a little disappointing. I changed abou...

Wednesday, 1st May 2019, 07:40

Forum: Game Design Discussion

Topic: God: Ixool the Masked

Replies: 14

Views: 1342

Re: God: Ixool the Masked

From a coding difficulty perspective, it seems too difficult to mimic any monster and any species. In my opinion, the way we present certain masks to our enemies and the way we choose masks of certain species is possible. For example, First opinion: God sometimes gives your face to enemies. The mask...

Monday, 29th April 2019, 16:26

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 6578

Re: Experimental branch: two state vampires

However, as already said, I don't see why adding a permanent, "significant" cost to switch state, especially when 'alive' doesn't seem to provide any significant bonus. Why should one do that? I agree with this. The present alive form has no great advantage. Returns and risks should be pr...

Saturday, 27th April 2019, 07:24

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 6578

Re: Experimental branch: two state vampires

Hungerless vampires seem to me like better mummies, with good aptitudes and access to potions. Let's give them even more mummy treatment and make bloodless vampires unable to drink. It even makes sense from phisiological point of view, when there's no blood circulation potion's "payload" ...

Friday, 26th April 2019, 16:43

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 6578

Re: Experimental branch: two state vampires

I think giving bloodless an additional -10% HP penalty is maybe a quick solution to balance it against Alive. Personally, I'll use bloodless even if it changes. Even if you give a bat form to an alive, that's the same thing. I think need more attractive options to choose alive. For example, It turn...

Friday, 26th April 2019, 04:40

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 6578

Re: Experimental branch: two state vampires

Adding more buttons is the opposite of what this reform strives for, I suppose, especially if they are redundant. The addition/remove of buttons is not the essence of reform. The essence of reform is to reduce fatigue and complexity. For example, why don't we combine the powers of Nem, Draw Escape,...

Thursday, 25th April 2019, 06:24

Forum: Game Design Discussion

Topic: Experimental branch: two state vampires

Replies: 80

Views: 6578

Re: Experimental branch: two state vampires

My opinion Alive and bloodless Common: regen+, gain headache mutation(Vampire mutation: Spell(or ability) hunger causes sometime vertigo. The stronger the hunger, the higher the probability, the stronger the vertigo. (EV -2 ~ -8) Bloodless - You can turn into a bat.(this ability uses hp) - You don'...

Tuesday, 23rd April 2019, 15:24

Forum: Game Design Discussion

Topic: Throwing Brand Removals thread

Replies: 74

Views: 7411

Re: Throwing Brand Removals thread

I opened a PR: https://github.com/crawl/crawl/pull/1048
Remove throwables ammo brands(poison, steel).

Sunday, 21st April 2019, 15:39

Forum: Coding

Topic: How can I do rebase?

Replies: 4

Views: 566

How can I do rebase?

I pull requests my commit, and I got the following comment. 'we tend to avoid merge commits so if you rebase your branch onto master and remove the merge commit, it'll make it easier for someone to eventually merge. (Feel free to rebase and force push to PR branches.)' So I'm trying to rebase, but I...

Wednesday, 17th April 2019, 14:09

Forum: Coding

Topic: New branch generation questions

Replies: 3

Views: 395

Re: New branch generation questions

I don't want to make a new fork. :(
All I want is a pull requests to origin.

EDIT: It's settled.

Tuesday, 16th April 2019, 02:22

Forum: Coding

Topic: New branch generation questions

Replies: 3

Views: 395

Re: New branch generation questions

Thank you answer!

Tuesday, 16th April 2019, 02:01

Forum: Crazy Yiuf's Corner

Topic: Unrandart proposals

Replies: 27

Views: 1565

Re: Unrandart proposals

+3 Buckler "Maxwell's Battlesphere" {summon Battlesphere, -wiz, MP -9} Maxwell's automatic offense&defense system. The bead moves itself to prevent an attack. This shoots the beam in response to your magical beam. With minor defects, this works by consuming your soul. Summon one semi-...

Monday, 15th April 2019, 13:45

Forum: Coding

Topic: New branch generation questions

Replies: 3

Views: 395

New branch generation questions

I've created a new local branch. But I don't know how to upload this into a remote storage. I've pressed the publish button, but only the following message appears.
Please help me. :)
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